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Antimagic and Aegis

O
ther wizards are the most dangerous of Imperfect Inhibition Sphere
opponents, more so than barbarians or fighters 4th Level Abjuration
or all manner of violent folk. So I seeked and
created spells designed to counter them, along Casting Time: 1 action
with a few other useful protective ones along Range: 30 feet
the way. Components: V, S, M (A beholder's eyestalk worth 200gp)
Duration: Concentration, up to 1 minute
Blessing of the Styx You select a point you can see within range, and a thin silvery
5th Level Abjuration ray streaks out from the eye to that point, expanding in a
Casting Time: 1 action fluctuating 5-foot radius sphere of antimagic.
Range: Touch Spells of 3rd level or lower cast though this sphere have
Components: V, S, M (holy water; ash) disadvantage on the attack roll, and creatures in the sphere
Duration: 8 hours; Concentration, up to 1 minute have advantage on spell saves against spells of 3rd level or
lower. Magical weapons have their bonus to hit and damage
You mark a willing creature with a mixture of ash and holy suppressed, though all other effects remain and the weapons
water, granting it a blessing from the River Styx. When the are still treated as magical.
creature drops to half health within the duration, their skin Creatures within the sphere attempting to cast a spell of
assumes an ashen grey tone, and they become resistant to all 3rd level or lower must do so using a slot 1 level higher.
damage while you maintain concentration on this spell.
On each of your subsequent turns as an action, you can move
When you lose concentration, they become vulnerable to all the sphere up to 30 feet to a point you can see.
damage until the end of their next turn.
At Higher Levels When you cast this spell using a spell slot of
Classes: Cleric, Druid, Paladin 5th level or higher, the sphere affects Spells of one level
higher for each slot level above 4th.
Classes: Sorcerer, Warlock, Wizard

Magnetizing Aura
4th Level Transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (Powdered magnetite worth 250gp,
which the spell consumes)
Duration: Concentration, up to 10 minutes
You target a creature, making a melee spell attack against an
unwilling creature to shower them in magnetite dust. For the
duration, the creature has a magnetizing aura out to 30 feet.
Any metallic object weighing 10 lb or less within range flies
towards the target.
At the start of each of the creature's turns they must
succeed on a Constitution saving throw or take 2d4
bludgeoning damage per 20 lb of items that attached to them
since their last turn. If they fail this save by 5 or more, the
creature is grappled until the start of their next turn.
The creature also gains a climbing speed equal to its
movement speed up metallic surfaces.
At Higher Levels When you cast this spell using a spell slot of
5th level or higher, the maximum weight of objects attracted
to the creature increases by 5lb for every slot level above 4th.
Classes: Bard, Sorcerer, Wizard

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Screeching Armament
Athenshield 2nd Level Transmutation
8th Level Abjuration
Casting Time: 1 action
Casting Time: 1 bonus action Range: Touch
Range: Self Components: V, S, M (A hag's tongue)
Components: V, S, M (Snakeskin; a petrified hand) Duration: 8 hours
Duration: Concentration, up to 1 minute
You attempt to enchant a set of armour or a shield, making a
You generate an arcane shield with the visage of a Medusa melee spell attack against an unwilling creature's item. You
that hovers in the air next to your off-hand, granting you a +2 decide a trigger when you cast the spell. Common triggers
to AC. As an action on each turn thereafter, you may present include when the creature takes damage or falls unconscious,
the shield to a creature within 30 ft., forcing it to succeed on a or when the item gets within a certain distance from you and
Constitution saving throw or suffer the effects of the Flesh to your allies after a set time period. You can further refine the
Stone spell. However, if it fails the saving throw by 10 or more, trigger so the spell activates only under certain circumstances
it is instantly turned to stone. or according to creature kind (for example, when a
The creature can choose to look away when targeted by this shapechanger or dragon picks up the item), or Alignment.
ability, and if so cannot look at you again until the start of your Once the effect is triggered, this spell ends.
next turn, but does not have to make the saving throw.
When you enchant the item, choose warning scream or
You make 1 concentration check to maintain this spell piercing scream. You may also choose a single word or phrase
regardless of the number of creatures affected, but you suffer for the item to scream.
a -4 to concentration checks to maintain this spell for each Warning Scream: The item releases a thunderous wail that
creature affected. can be heard out to 300ft., alerting all to its presence.
Classes: Cleric, Sorcerer, Warlock, Wizard Piercing Scream: The item emits a high-pitched scream
that pierces the mind of all creatures within 20ft. Each
creature must succeed on an Intelligence saving throw or take
3d6 psychic damage, taking half on a success. Any creature
that fails the save by 10 or more is stunned until the start of
their next turn.
At Higher Levels When you cast this spell using a spell slot of
3rd level or higher, the psychic damage increases by 1d6 and
the range of the scream increases by 100ft. for every slot level
above 2nd.
Classes: Bard, Cleric, Wizard

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Repulsing Aura
3rd Level Abjuration
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
You reach into the weave, tearing small holes that release
pulses of force outwards from your position. Creatures within
20 ft. attempting to move towards you must succeed on a
Strength saving throw or move at half speed when moving
towards you, and ranged weapon attacks have disadvantage
against you.
You may as an action on each of your following turns, send
out a shockwave. Each creature within 20 feet must succeed
on a Constitution saving throw or suffer 4d4 force damage
and be pushed back 20 feet, taking half damage and not being
pushed on a success.
At Higher Levels When you cast this spell using a spell slot of
4th level or higher, the force damage increases by 1d4 and the
range of the aura increases by 5ft. for every slot level above This is v1.0 of Antimagic and Aegis, the 5th
3rd. Chapter of Severn's Seven-Spell Series
Creatued by u/LucianAstaroth
Classes: Bard, Sorcerer, Warlock, Wizard Art: Card art - Medusa Shield by medders and
Shadow Demon by Kirsia Salonen

Severn's Soundless Shackles


7th Level Conjuration
Casting Time: 1 action
Range: Self (60ft.)
Components: V, S, M (A miniature adamantine set of
shackles worth 1500gp)
Duration: Concentration, up to 10 minutes
You conjure 7 sets of ethereal shackles that hover silently in
the air around you. As part of the casting, and as an action on
subsequent turns, you can target a creature within range and
attempt to grapple their hands or legs with the shackles
(Escape DC equal to your save DC); the target must succeed
on a Dexterity saving throw or be bound.
If you shackle their hands, the target has disadvantage on
attack rolls and ability checks that require their hands.
If you shackle their legs, their movement speed is halved
and they have disadvantage on Dexterity saving throws.
Creatures grappled in either way are treated as if under the
effects of a 7th level silence spell, and you may have up to 7
creatures grappled at a time, but having more than 2 grants
advantage on the creatures' Strength (Athletics) checks to
escape the chains.
Classes: Sorcerer, Wizard

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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